A lot of forum posts recently have been riddled with indentation issues and general incorrect usage of Ren'Py.
I believe these people haven't read the documentation or cannot understand it, so I made a few additions to the default script.rpy in order to show basic examples of the most common features of Ren'Py usage and was wondering if it was worth replacing the default script when making a new game.

I do understand that it might also be too complicated for a complete newbie, but these are things they will require to learn, and a visual representation is the best way to show correct usage in my opinion.

# The script of the game goes in this file.
# Declare characters used by this game. The color argument colorizes the
# name of the character.
define e = Character("Eileen")
# default any variables used in the game.
default cookies = 0
# The game starts here.
label start:
# Show a background. This uses a placeholder by default, but you can
# add a file (named either "bg room.png" or "bg room.jpg") to the
# images directory to show it.
scene bg room
# This shows a character sprite. A placeholder is used, but you can
# replace it by adding a file named "eileen happy.png" to the images
# directory.
show eileen happy
# These display lines of dialogue.
"Hello, world."
e "You've created a new Ren'Py game."
e "Once you add a story, pictures, and music, you can release it to the world!"
# This is a label. It is used as a point to jump to or call.
# Labels are always placed on the very left of your script with no indentation.
# All content contained within the label is indented by four spaces.
# When naming labels, do not put any spaces in them. Use underscores if you need a space.
label make_a_choice:
# This is a choice menu which is used to give he player options to choose from that control
# how the story unfolds in your game.
menu:
"Are you ready to begin making your game?"
# This puts a question on the screen at the same time as the choices. Leave it out if you want.
"Yes":
jump lets_go
"No":
jump not_yet
label not_yet:
e "Would you like to have some cookies and milk while you make up your mind?"
e "They really are delicious."
# Let's try calling a label. This is similar to a jump, except it will return here after you reach a "return" in the label.
call callme
# This is a conditional. It is used to check variables and act accordingly.
if cookies > 0:
# This says if we have more than 0 cookies.
# This is how to display a variable mid-sentence.
e "You've eaten [cookies] cookies."
if cookies < 1:
# This says if cookies are less than 1.
e "You haven't eaten any cookies."
elif cookies == 3:
# This says if the cookies variable is equal to 10.
e "I think you've had enough..."
jump secret_label
jump make_a_choice
label lets_go:
# This is a hyperlink. It will make text a link and open a webpage if clicked.
e "Alright then, have fun and remember you can always ask for help at the {a=https://lemmasoft.renai.us/}Lemmasoft forums{/a}."
# This ends the game.
return
label callme:
menu:
"Ok":
# This is how to adjust a variable which is defined before the start label.
# Here, we are adding 1 cookie to our variable, so we use the python function +=
# and give it a value to change it by. To remove cookies, use -= or to set it to
# a desired number, use =
$ cookies += 1
# This is how to make a choice continue on as if nothing happened.
"No thanks. I'm trying to cut back on sweets.":
pass
# The menu ends here, so we need to close the block by removing one level of indentation.
return
label secret_label:
e "You ate all my cookies."
e "Well, I did keep offering them."
e "So now you know the basics of Ren'Py, its time to get started on making your own game."
e "Have fun and remember these simple points while making your game."
# This ends the game
return

My initial reaction is that this is way too complicated - implementing far too many concepts for someone who's just starting on their game. I sort of worry that someone will see this and lol-nope out, rather than building little by little, only adding the concepts they're interested in. Certainly, I don't think think we need calls and secret endings.

Supporting creators since 2004(When was the last time you backed up your game?)

A lot of this is also in the script for The Question. You can lead a horse to water, but you can't make them drink.
The only think I think needs to be incorporated into the script/documentation is using default and define...because no one seems to get that.

A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)